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Author Topic: Custom bgm when players life is low, Final Round! (New)  (Read 3609 times)

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Offline ClubSyN-X-TReME

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #25 on: November 08, 2007, 04:08:06 PM »
x and y are not variable values. That was put the so you can chose a numeric value for x and one for y.

Offline Spidermew

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #26 on: November 08, 2007, 05:26:02 PM »
Are there aright and wrong values to pic for x and y?
Because now i keep picking differnt numbers and i still cant get it to work.

Offline ClubSyN-X-TReME

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #27 on: November 08, 2007, 06:13:26 PM »
you said you were making a character right?

Did you use any variables yet?

if not do it like this;

if you dont have a statedef -2;

Code: [Select]
[statedef -2]


[State -2, VarSet]
type = VarSet
trigger1 = loseko
v = 1
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = winko
v = 2
value = 1

[State -2, Helper]
type = Helper
trigger1 = 1 && !numhelper(8001)
helpertype = normal
name = "near Death bgm"
stateno = 8001
id = 8001
pos = 0,9999999
postype = left ;p2,front,back,left,right
facing = 1
pausemovetime = 99999999999
supermovetime = 99999999999



in your regular states add this

Code: [Select]
;-----------------------------------------------------------------------
;About to Die after loss of a round bgm helper
;-----------------------------------------------------------------------
[Statedef 8001]
type = S
movetype = I
physics = n

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = (roundno >= 2 && (root,var(1) = 1 && root,life <= lifemax /3) || (root,var(2) = 1 && enemy,life <= lifemax /3))
trigger1 = 1
flag = nomusic

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 0, PlaySnd]; player 1 side
type = PlaySnd
triggerall = roundno >= 2 && root,var(1) = 1 && root,life != 0
trigger1 = root,life <= lifemax /3
value = 8001, 1
volume = 100
channel = 6
loop = 1
persistent = 0

[State 0, PlaySnd]:player 2 side
type = PlaySnd
triggerall = roundno >= 2 && root,var(2) = 1 && enemy,life != 0
trigger1 = enemy,life <= lifemax /3
value = 8001, 1
volume = 100
channel = 6
loop = 1
persistent = 0

[State 0, StopSnd]
type = StopSnd
triggerall = roundno >= 2
trigger1 = root,stateno = 5999
channel = 6
persistent = 0

Offline Spidermew

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #28 on: November 08, 2007, 06:55:06 PM »
Well i havnt used any variables yet.
Pritty much editing off of the KFM template included with FF.
If i screwd arround with the common1 file would that affect this?
Its my first character, and i barely understand the coding, and learning as i go along.
But i dont understand what ive done wrong. (please dont think im trying to be lazy because im trying to avoid asking for help as much as I can)
Perhaps if you have the time to, i could send you the character and you can find out why it isnt working.
And then point it out or something.
Im sorry if thats a bit outlandish of a request.

Offline ClubSyN-X-TReME

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #29 on: November 08, 2007, 07:35:54 PM »
send it to me over the weekend, ill check it then.

Offline ClubSyN-X-TReME

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I forgot something Important!
« Reply #30 on: November 10, 2007, 06:48:53 PM »
For the near death bgm to work properly, your character has to have its variables setup not to reset between rounds.

This is all you have to do,

in the cns section where you adjust life, speed, etc, look for these two lines.

IntPersistIndex = 60   
FloatPersistIndex = 40


change IntPersistIndex = 60 to IntPersistIndex = 1 and you will be set.

Sorry about being so late with this but when I looked at spider mews character in progress, I noticed is variables reset after each round.

Offline Spidermew

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #31 on: November 10, 2007, 09:03:16 PM »
Thanks! It works perfectly now! i changed the lifemax /3  to /1 and it now works at the start of the round!
I tryed changing info that says round 2 to round 1 to just try to have the song play all the time but it didnt work.(but then i discoverd if there is a 3rd round the song restarts but i dont think there is a way arround that is there)
But thats ok, this is a great feature.

Thanks bunches with your help!

Offline DizzyTheConquer

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #32 on: August 12, 2008, 03:55:37 PM »
Is this suppose to be in the cns file or the cmd file?

Offline shinra358

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Re: Custom bgm when players life is low, Final Round! (New)
« Reply #33 on: August 15, 2008, 09:34:04 AM »
Is this suppose to be in the cns file or the cmd file?

Learn to code before attempting anything in the code area. This is explained in the code itself in the 'code titles' of the coding. We cant keep answering this same question over and over and over again 10,000 times. It's clearly apparent where to put this.

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